public void setup() { dropdown.ClearOptions(); dropdown.AddOptions(new List <string>() { "" }); dropdown.AddOptions(DeckUtilities.getAllDeckNames()); }
public void SyncStartingDeck() // might neeed to move to a game setup object { List <Card> deck = DeckUtilities.getCardListFromFileName(selectedDeckName + ".dek"); foreach (Card c in deck) { c.Owner = localPlayer; c.Initialize(); SyncNewCardToOpponent(c); } RelayMessage(new Net_DoneSendingCards()); foreach (Card c in deck) { c.MoveToCardPile(pileIdMap.Get(LocalPlayerIsP1 ? PileId.p1Deck : PileId.p2Deck), null); } (pileIdMap.Get(LocalPlayerIsP1 ? PileId.p1Deck : PileId.p2Deck) as Deck).Shuffle(); }
private void LoadDecks() { Destroy(player1.Deck.gameObject); Destroy(player2.Deck.gameObject); Deck newP1Deck = DeckUtilities.getDeckFromFileName(p1DeckName + ".dek"); Deck newP2Deck = DeckUtilities.getDeckFromFileName(p2DeckName + ".dek"); newP1Deck.transform.parent = player1.transform; newP2Deck.transform.parent = player2.transform; //player1.Deck = newP1Deck; //player2.Deck = newP2Deck; foreach (Card c in newP1Deck.CardList) { c.Owner = player1; } foreach (Card c in newP2Deck.CardList) { c.Owner = player2; } newP1Deck.Shuffle(); newP2Deck.Shuffle(); }
// Start is called before the first frame update void Start() { deckSelectDropdown.AddOptions(DeckUtilities.getAllDeckNames()); }